Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
Name
Description
Agility
Agility
permanently
WRECK OF THE FMS NORTHERN STAR
increased by
1.
Luck
Luck
permanently
SPECTACLE ISLAND
increased by
1.
Perk Bobbleheads
Name
Description
How to Obtain
Barter
Big Guns
VAULT 95
Explosives
SAUGUS IRONWORKS
Lock
Picking
LOCKPICKING IS
PERMANENTLY EASIER.
PICKMAN GALLERY
Medicine
Melee
TRINITY TOWER
Repair
Science
Small
Guns
GUNNERS PLAZA
Sneak
DUNWICH BORERS
Unarmed
bartering.
Perk Magazines
Hot Rodder
La Coiffe
Picket Fences
RobCo Fun!
Taboo Tattoos
Tesla Science
Total Hack
Tumblers Today
Unstoppables
You're S.P.E.C.I.A.L.!
Railroad HQ, on a
desk
OUTPOST ZIMONJA
PICKMAN GALLERY
SENTINEL SITE
SKYLANES FLIGHT 1981
THE INSTITUTE
TRINITY PLAZA
VAULT 114
Sanctuary
VAULT 75
WICKED SHIPPING FLEET LOCKUP
Hot Rodder
La Coiffe
Bunker Hill
GOODNEIGHBOR
REVERE BEACH STATION
WRVR BROADCAST STATION
CABOT HOUSE
CAMBRIDGE POLYMER LABS
GREATER MASS BLOOD CLINIC
Greenetech Genetics
floor
MEDFORD MEMORIAL
HOSPITAL
MED-TEK RESEARCH
PARSONS STATE INSANE
ASYLUM
SANDY COVES
CONVALESCENT HOME
Picket Fences
BEANTOWN BREWERY
Combat Zone
HARDWARE TOWN
SAUGUS IRONWORKS
WESTON WATER TREATMENT
PLANT
RobCo Fun!
Diamond City
Valentine's Detective Agency, on a desk
Market
Fort Hagen
Taboo Tattoos
Concord
Tesla Science
ARCJET
SYSTEMS
GENERAL
ATOMICS
FACTORY
HALLUCIGEN,
INC.
MAHKRA
FISHPACKING
Must have the Mass Fusion Executive ID found on the Executive
Suite at the top of the building. Use the elevator to go down to the
glass-floored room, then go through the southwestern door and use
Mass Fusion
the scrap as a ramp to climb up to the next floor, then you should see
it sitting to your east on a large blue computer, beside a desk fan; use
the walkway outside the door there to get to it.
POSEIDON
ENERGY
REEB MARINA
Rocky Cave Virgil's Laboratory, on the desk/tipped fridge
UNIVERSITY
POINT
Total Hack
Tumblers Today
MALDEN CENTER
POSEIDEN ENERGY
TURBINE 18-F
WEST ROXBURY STATION
NATIONAL GUARD
TRAINING YARD
REVERE SATELLITE
ARRAY
USAF Satellite
Station Olivia
USS CONSTITUTION
Unstoppables
HUBRIS COMICS
SHAW HIGH SCHOOL
SUFFOLK COUNTY CHARTER
SCHOOL
WESTING ESTATE
CRATER HOUSE
EGRET TOURS MARINA
GORSKI CABIN
LYNN WOODS
NAHANT OCEANOLOGICAL
SOCIETY
OLD GULLET SINKHOLE
RANGER CABIN
SUNSHINE TIDINGS CO-OP
WRECK OF THE USS RIPTIDE
You're S.P.E.C.I.A.L.!
Appendices
Power Armor
Trophies/Achievements
STRENGTH
PERCEPTION
ENDURANCE
CHARISMA
INTELLIGENCE
AGILITY
LUCK
STRENGTH
Strength is a measure of your raw physical power. It affects how much you can carry, and the
damage of all melee attacks.
Perk
Iron Fist
S
Perk Requirem
Lev
Rank
ents
el
01
01
02
Description
Level 09
Level 18
04
Level 31
05
Level 46
01
Big
02
Leagues
02
Level 07
03
Level 15
04
Level 27
Level 42
05
01
Armorer
03
Blacksmit 04
h
02
Level 13
03
Level 25
04
Level 39
01
02
Level 16
03
Level 29
01
Heavy
Gunner
05
02
Level 11
03
Level 21
04
Level 35
05
Level 47
01
Strong
Back
06
02
Level 10
03
Level 20
04
Level 30
01
Steady
Aim
07
Basher
08
02
Level 28
01
02
Level 05
03
Level 14
Level 26
01
Rooted
09
Pain Train 10
02
Level 22
03
Level 43
01
02
Level 24
Level 50
03
PERCEPTION
Perception is your environmental awareness and "sixth sense," and affects weapon accuracy in
VATS.
Perk
P
Perk Requirem
Lev
Rank
ents
el
Description
01
Pickpocket
02
Level 06
03
Level 17
04
Level 30
01
01
02
Level 09
Level 18
Level 31
Level 46
03
Rifleman
02
04
05
Awareness
03
Locksmith
04
01
01
02
Level 07
03
Level 18
04
Level 41
01
Demolition
Expert
Night
Person
02
Level 10
03
Level 22
04
Level 34
05
01
02
06
Level 25
01
Refractor
Sniper
07
08
02
Level 11
03
Level 21
04
Level 35
05
Level 42
01
02
Level 13
03
Level 26
01
Penetrator
09
02
Level 28
01
Concentrate
10
d Fire
02
03
Level 26
Level 50
First Page
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Appendices (Continued)
ENDURANCE
Endurance is a measure of your overall physical fitness. It affects your total Health and the
Action Point drain from sprinting.
Perk
E
Perk Requirem
Lev
Rank
ents
el
Description
01
Toughness
01
02
Level 09
03
Level 18
04
Level 31
05
Level 46
01
Lead Belly
02
02
Level 06
03
Level 17
01
Life Giver
Chem
Resistant
03
02
Level 08
03
Level 20
01
04
02
Aquagirl /
Aquaboy
05
01
02
Level 21
submerged.
01
Rad Resistant 06
02
Level 13
03
Level 26
01
Adamantium
07
Skeleton
02
Level 13
03
Level 26
01
Cannibal
08
02
03
Level 19
Level 38
01
Ghoulish
09
02
03
Solar
10
01
Level 24
Level 48
02
Level 27
03
Level 50
CHARISMA
Charisma is your ability to charm and convince others. It affects your success to persuade in
dialogue and prices when you barter.
Perk
C Perk
Requirem
Lev Ran
ents
el
k
01
Cap
Collector
01
02
Level 20
03
Level 41
01
Black
Widow / Lady 02
Killer
Description
02
03
Level 07
Level 22
01
Lone
Wanderer
03
02
Level 17
03
Level 40
01
Attack Dog
04
02
Level 09
03
Level 25
01
Animal
Friend
05
02
Level 12
03
Level 28
01
Local Leader 06
02
Level 14
01
Party Girl /
Party Boy
07
02
Level 15
03
Level 37
01
Inspirational 08
02
Level 19
03
Level 43
01
Wasteland
Whisperer
09
02
Level 21
03
Level 49
01
Intimidation 10
INTELLIGENCE
02
Level 23
03
Level 50
Intelligence is a measure of your overall mental acuity, and affects the number of Experience
Points earned.
Perk
V.A.N.S.
Medic
I
Perk Requirem
Lev
Rank
ents
el
01
02
01
01
02
Level 18
03
Level 30
04
Level 49
01
Gun Nut 03
02
Level 13
03
Level 25
04
Level 39
01
Hacker
04
Description
02
Level 09
03
Level 21
04
Level 33
01
02
Scrapper 05
Level 23
01
Science! 06
02
Level 17
03
Level 28
04
Level 41
01
Chemist 07
02
Level 16
03
Level 32
04
Level 45
01
Robotics
08
Expert
Nuclear
09
02
Level 19
03
Level 44
01
Level 14
Level 26
Physicist
03
01
Nerd
Rage!
10
02
03
Level 31
Level 50
AGILITY
Agility is a measure of your overall finesse and reflexes. It affects the number of Action Points in
VATS and your ability to sneak.
Perk
Gunslinger
A
Perk Requirem
Lev
Rank
ents
el
01
Description
Channel the spirit of the Old West! Nonautomatic pistols do 20% more damage.
01
02
Level 07
03
Level 15
04
Level 27
opponents.
05
Level 42
01
Level 11
03
Level 21
04
Level 35
Level 49
02
Commando
02
05
01
Sneak
03
02
Level 05
03
Level 12
04
Level 23
05
Level 38
01
Mister
Sandman
04
Action Girl /
05
Action Boy
02
Level 17
03
Level 30
01
02
Level 18
01
Moving
Target
Ninja
06
07
02
Level 24
03
Level 44
01
02
Level 16
Level 33
03
Quick Hands 08
01
02
Blitz
Level 28
01
02
09
Level 29
01
Gun-Fu
10
02
Level 26
03
Level 50
LUCK
Luck is a measure of your general good fortune, and affects the recharge rate of Critical Hits.
Perk
L
Perk Requirem
Lev
Rank
ents
el
01
Fortune
Finder
01
Description
02
Level 05
03
Level 25
04
Level 40
01
Scrounger 02
02
Level 07
03
Level 24
04
Level 37
01
Bloody
Mess
03
02
Level 09
03
Level 31
04
Level 47
01
Mysterious
04
Stranger
02
03
Idiot
Savant
Level 22
Level 41
05
01
02
Level 11
03
Level 34
the chance.
01
Better
Criticals
06
02
Level 15
03
Level 40
01
Critical
Banker
07
02
03
Level 17
Level 43
01
Grim
Reaper's
Sprint
08
02
03
Four Leaf
Clover
09
Level 19
Level 46
01
02
Level 13
03
Level 32
04
Level 48
01
Ricochet
10
02
03
Level 29
Level 50
Companions
Cait
Codsworth
Dogmeat
Nick Valentine
Piper
Preston Garvey
X6-88
It always helps to have someone along for the adventure, but some other feel more comfortable
going solo. Here are the Pros and Cons to having a Companion, as well as details on each one:
Pro: Can equip most other weapons besides their default. (You must also
provide them with ammo.)
Pro: Can enter a romance with you if you do enough things the companion
likes, as well as have high enough Charisma to flirt when the time comes.
Pro: Can hack terminals and pick locks you normally can't. (Nick Valentine
and Cait)
Con: Will unintentionally cause you to be detected more often then not,
especially when you're trying to sneak.
Con: Will trigger traps and bombs that are otherwise easily avoidable and/or
disabled.
Con: If equipped with a different weapon than their default, they will consume
ammo.
Cait
Type
Where To
Recruit
Human
Combat Zone
How To
Recruit
Default
Weapon
Double-barrel Shotgun
Skills
Romance
Likes
Intervention")
Drink alcohol
Healing Dogmeat
Lockpicking
Lockpicking (Owned)
Not wearing clothes
Selfish decisions
Violent decisions
Chem Addiction (after "Benign
Intervention")
Chem Use (after "Benign Intervention")
Donating Items (before "Benign
Intervention")
Dislikes
Eating Corpses
Generous decisions
Mean decisions
Murdering Non-hostiles
Peaceful decisions
Codsworth
Type
Where To
Recruit
Robot
Sanctuary
How To
Recruit
Default
Weapon
Blades / Flamethrower
Skills
Romance
No
Donating Items
Generous decisions
Likes
Nice decisions
Healing Dogmeat
Modifying Power Armor
Modifying weapons
Chem Use
Chem Addiction
Murdering Non-hostiles
Dislikes
Lockpicking (Owned)
Pickpocketing
Selfish decisions
Stealing
Successful haggling for Bottlecaps
Dogmeat
Type
Dog
Where To
Red Rocket
Recruit
How To
Recruit
Default
Weapon
Teeth
Skills
Romance No
Likes
Dislikes
Doesn't like or dislike anything; he loves you forever and ever, even if
you stab, beat, and/or shoot him.
Nick Valentine
Type
Where To
Recruit
Synth
Diamond City
How To
Recruit
Default
Weapon
Skills
Romance
Likes
Healing Dogmeat
Mean decisions
Nice decisions
Lockpicking (Owned)
Murdering non-hostiles
Dislikes
Peaceful decisions
Pickpocketing
Stealing
Violent decisions
Piper
Type
Where To
Recruit
Human
Diamond City
How To
Recruit
Default
Weapon
10mm Pistol
Skills
Romance
Yes
Donating items
Generous decisions
Likes
Healing Dogmeat
Lockpicking
Mean decisions
Lockpicking (Owned)
Murdering non-hostiles
Dislikes
Peaceful decisions
Selfish decisions
Stealing
Violent decisions
Preston Garvey
Type
Where To
Recruit
Human
Sanctuary
How To
Recruit
Default
Weapon
Laser Musket
Skills
Romance
Yes
Building more settlements
Donating items
Likes
Generous decisions
Mean decisions
Modifying weapons
Peaceful decisions
Chem addiction
Eating corpses
Lockpicking (Owned)
Dislikes
Murdering non-hostiles
Pickpocketing
Selfish decisions
Stealing
Violent decisions
X6-88
Type
Where To
Recruit
How To
Recruit
Synth
The Institute
Automatically acquired through the
Institute storyline
Default
Weapon
Skills
Romance
Institute Rifle
No
Hacking Terminals
Modifying Power Armor
Likes
Modifying weapons
Peaceful decisions
Selfish decisions
Successful haggling for Bottlecaps
Chem Use
Chem Addiction
Donating items
Dislikes
Generous decisions
Healing Dogmeat
Nice decisions
Not wearing clothes
Power Armor
Listed below are locations of the different suits of Power Armor, as well as the equipment they
can be fitted with. Here are some things to remember about Power Armor:
You need to keep the individual pieces of your armor repaired after they're
damaged; otherwise, the pieces will be unequipped when their Health
reaches 0 and you won't be able to equip them again until they're fixed.
You can fall from ANYWHERE and not take damage. With this in mind, falling
from high places onto or nearby enemies will cause shockwave damage to
them.
RADS damage becomes almost nonexistent when equipped with even weak
pieces of armor.
People WILL steal them! Make sure to take out the Fusion Cores before
leaving them be, or you'll see Trashcan Carla in a suit of your finest armor
walking around the rooftops of Sanctuary for no reason.
You can mod each individual piece just like you can weapons and armor for
bonuses.
Keep in mind that your level can determine what kind of armor you
find; the higher your level, the better chances of better Power
Armor! Once you discover the armor, the type of armor is set, and it
will not change regardless of how much higher your level goes.
o
Raider Power Armor is weak, but still stronger than normal Apparel,
and can only be found on Raiders themselves, looting them after killing
them.
T-45 Power Armor is slightly stronger than the Raider Power Armor, and
will be the first to be found in most places at low levels.
T-60 Power Armor is the second strongest, but is still slightly difficult to
find, and won't start appearing until around level 25 or so.
X-01 Power Armor is the strongest, and will be EXTREMELY hard to find,
and won't start appearing until around level 30 or so. Quicksave often
before hunting for it, or try for higher levels first for better chances.
Here are the locations of Power Armor that you can find in the game. It does not include any
Raider Power Armor or others you can buy / get from enemies / be given as a reward by quests.
Remember, waiting for higher levels is key, ESPECIALLY for those possible full suits of X-01.
This armor is weak, but still stronger than normal Apparel, and can only be found on Raiders
themselves, looting them after killing them.
Piece
Raider Power
Helmet
14
50
16
75
17
75
Raider Power
Right Arm
50 25 150 50
16
75
Raider Power
Right Leg
50 25 150 50
17
75
Raider Power
Torso
20
100 300 100
0
22
100
Complete Set
Total
50 25 105
350 102
0 0 0
450
This armor is slightly stronger than the Raider Power Armor, and will be the first to be found in
most places at low levels.
Piece
12
60
15
100
15
100
50 30 150 50
15
100
15
100
20
140
600
T-45 Helmet
T-45 Right
Arm
T-45 Torso
20
130 300 200
0
This armor is of medium strength, and starts becoming fairly easy to find after around level 20 or
so.
Piece
12
80
15
130
15
130
90 60 150 80
15
130
15
130
20
180
780
T-51 Helmet
T-51 Right
Arm
T-51 Torso
24
160 300 320
0
This armor is the second strongest, but is still slightly difficult to find, and won't start appearing
until around level 25 or so.
Piece
T-60 Helmet
16
110 150 110
0
12.6
84
13
85 150 110
0
15.0
160
13
85 150 110
0
15.0
160
T-60 Right
Arm
13
85 150 110
0
15.0
160
13
85 150 110
0
15.0
160
T-60 Torso
28
185 300 440
0
20.0
200
This armor is the strongest, and will be EXTREMELY hard to find, and won't start appearing
until around level 30 or so. Quicksave often before hunting for it, or try for higher levels first for
better chances.
Piece
Bal.
12
140
15
200
15
200
X-01 Right
Arm
15
200
X-01 Right
Leg
15
200
X-01 Torso
20
280
122
0
Settlement Locations
Workshop Mode (Building)
At just about the start of the game, once you've returned to Sanctuary and talked with
Codsworth, you'll be able to start rebuilding your own Settlement in your hometown. Once
you've rescued and befriended the Minutemen during "When Freedom Calls", you'll be able to
discover new Settlements and begin anew with each of them.
Check out the sample video for a quick example of getting Sanctuary back up and running. Here
are some things to remember about Settlements:
Say you find something that you COULD store, but you don't think you're ever
going to use it? Scrap it.
If you find that you're carrying a lot of extra Weapons and Apparel, but don't
feel like enhancing them at their respective Workbenches or trading them for
Bottlecaps, then go ahead and drop them in an open area at a Settlement,
then enter Workshop Mode and scrap them.
You cannot scrap anything that is in or winds up in the Aid menu, so pretty
much no food, drinks, or drugs.
Use Power Pylons under the Power > Connectors & Switches menu to extend
Wire from Generators to desired locations outside of buildings, or to add
distance when you can only go so far with one Wire.
Use Power Conduit or Switches under the Power > Connectors & Switches
menu to join Wire to buildings to give them power; walls, ceilings, and floors
within several feet of the Conduit or Switch will now have power, but you will
have to join another Power Conduit or Switch to extend the range.
When building in an area that you think SHOULD be okay to build in, be sure
that you've double checked the area for rugs and smaller items that need to
be scrapped before you can place items.
Build a Doghouse (or move an existing one, then scrap the rest in the
Settlement) so you have an easier time finding Dogmeat.
Build a Bobblehead Stand so you can drop them off there and get them out of
your inventory!
Settlement Locations
00 00 0 0 0
0 1 1 1
08
12 34 5 6 7
9 0 1 2
0
1
1
11
1 1 2
2
14
17
21
3
56
8 9 0
2
22
2 22
25
34
6 78
O
Z
0
2
S
H
0
3
0
1
T
B
C
O
0
2
R
R
0
4
0
3
A
F
0
4
0
5
G
N
0
6
T
S
0
5
S
D
KL
0
7
0
8
0
7
S
T
C
TF
V
F
F
0
8
0
9
0
9
1
0
1
1
1
2
1
3
0
6
C
C
1
0
G
G
C
M
B
H
1
1
1
2
NB
1
3
1
4
O
S
B
A
1
4
1
5
1
5
1
6
H
A
1
7
1
6
H
P
1
7
1
8
1
8
1
9
T
C
1
9
2
0
2
0
2
1
E
T
JP
SI
2
2
2
1
2
2
2
3
W
H
2
3
2
4
2
4
2
5
S
P
M
C
2
5
2
6
2
6
2
7
2
7
00 00 0 0 0
0 1 1 1
08
12 34 5 6 7
9 0 1 2
1
11
1 1 2
2
14
17
21
3
56
8 9 0
2
Settlement
X Y
Notes
22
2 22
25
34
6 78
SH
Sanctuary
Hills
Red Rocket
RR
Truck Stop
AF
Abernathy
Farm
0 0
4 3
0 0
5 4
BA Boston Airport
1 1
Complete Shadow of Steel.
9 4
BH Bunker Hill
CV Covenant
ET
Egret Tours
Marina
FF Finch Farm
2 0
Complete Out of the Fire or kill everyone and take it over.
0 8
GG Graygarden
0 1
Complete Troubled Waters or kill everyone and take it over.
8 1
HP Home Plate
1 1 Talk to the lady in the Mayor's office and purchase it for 2000
2 7 Caps.
SI
Spectacle
Island
2 2
4 1
CC
County
Crossing
GN
Greentop
Nursery
1 0
7 5
NB Nordhagen
2 1
Beach
1 3
OS
Oberland
Station
0 1
8 4
SP
Somerville
Place
0 2
9 5
TB Tenpines Bluff
1 0
1 2
TS The Slog
2 0
0 5
W Warwick
H Homestead
2 2
1 3
CO
Coastal
Cottage
CM Croup Manor
2 0 Discover on your own -- or as part of a Minutemen Quest -2 2 and clear out the enemies.
2 1
5 1
Hangman's
Alley
1 1
1 6
JP Jamaica Plain
1 2
5 1
Kingsport
Lighthouse
2
6
5
HA
KL
Murkwater
MC Construction
Site
1 2
4 5
OZ
Outpost
Zimonja
1 0
2 1
SD
Starlight
Drive-In
0 0
9 6
ST
Sunshine
0 0
Tidings Co-op 3 9
TF Taffington
1 0
Boathouse
4 8
TC The Castle
1 1
9 9
Special
Structures
Furniture
Decorations
Power
Defense
Resources
Stores
Crafting
Special
Section: Special
Required Rank: -
Requires Electricity: No
Produces: 6 Defense
Control Console
Section: Special
Required Rank: -
Requires Settler: No
Produces: -
Notes: Wire this into the same power grid as the Beam Emitter. (Unlocked by
having one of the factions look at your Signal Interceptor Plans during the
Quest "The Molecular Level".)
Section: Special
Requires Settler: Yes
Requires Electricity: No
Produces: -
Notes: Build this chair for Mama Murphy. (Unlocked by talking with Mama
Murphy at Sanctuary after completing "When Freedom Calls".)
Section: Special
Required Rank: -
Requires Settler: No
Produces: -
Notes: Snap this in place over the Reflector Platform. (Unlocked by having
one of the factions look at your Signal Interceptor Plans during the Quest
"The Molecular Level".)
Reflector Platform
Section: Special
Required Rank: -
Requires Settler: No
Produces: -
Notes: Wire this into the same power grid as the Beam Emitter. (Unlocked by
having one of the factions look at your Signal Interceptor Plans during the
Quest "The Molecular Level".)
Relay Dish
Section: Special
Required Rank: -
Requires Settler: No
Produces: -
Notes: Wire this into the same power grid as the Beam Emitter. (Unlocked by
having one of the factions look at your Signal Interceptor Plans during the
Quest "The Molecular Level".)
Structures
Requires Settler: No
Requires Electricity: No
Produces: -
Notes: -
Requires Settler: No
Requires Electricity: No
Produces: -
Notes: -
Requires Settler: No
Requires Electricity: No
Produces: -
Notes: -
Hallway (Wood)
Requires Settler: No
Requires Electricity: No
Produces: -
Notes: -
Requires Settler: No
Requires Electricity: No
Produces: -
Notes: -
Corner (Wood 1)
Requires Settler: No
Requires Electricity: No
Produces: -
Notes: -
Requires Settler: No
Requires Electricity: No
Produces: -
Notes: -
Corner (Wood 2)
Requires Settler: No
Requires Electricity: No
Produces: -
Notes: -
Small Shack
Required Rank: -
Requires Settler: No
Requires Electricity: No
Produces: -
Notes: -
Large Shack
Requires Settler: No
Requires Electricity: No
Produces: -
Notes: -
Shack Floor 1
Requires Settler: No
Requires Electricity: No
Produces: -
Notes: -
Shack Floor 2
Requires Settler: No
Requires Electricity: No
Produces: -
Notes: -
Shack Foundation 1
Requires Settler: No
Requires Electricity: No
Produces: -
Notes: -
Shack Foundation 2
Requires Settler: No
Requires Electricity: No
Produces: -
Notes: -
Shack Stairwell
Requires Settler: No
Requires Electricity: No
Produces: -
Notes: -
Requires Settler: No
Requires Electricity: No
Produces: -
Notes: -
Floor Small 1
Requires Settler: No
Requires Electricity: No
Produces: -
Notes: -
Floor Small 2
Requires Settler: No
Requires Electricity: No
Produces: -
Notes: -
Floor Small 3
Requires Settler: No
Requires Electricity: No
Produces: -
Notes: -
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Learning the VANS perk will allow you to use VATS to show you the quickest past to your next
destination. I may or may not suggest going along those paths depending on what items and such
can be found along a different path.
Go to Diamond City
Our next story objective lies within Diamond City, and it's a long way from here. You can see on
the map where it is, and you can take whichever way you like, but I suggest following along. GO
WITHOUT YOUR POWER ARMOR; each Fusion Core only has a set amount of charge, so
save it for when you REALLY need it.
Note...
If you see a settlement or building or factory or anything else out of the ordinary in the distance,
do a quicksave and check it out; worst case scenario is that you get killed and start from the
autosave. Otherwise, you may discover a new location and earn some XP! There are tons of
places to find.
Fast travel to the Museum of Freedom, then head out. Start heading southwest and south along
the road leading out of town. If you look closely at your map, you should see the small road
you're going southeast, running into some railroad tracks. Those tracks then head south and cross
two major roads; stay on those tracks, as it eventually crosses the river and leads to the major
road that takes you east into Diamond City. Along the way, make sure to save or quicksave
before exploring anything that looks out of the ordinary. You'll discover Drumlin Diner to your
left (east) along the way (where you'll find some threatening people; you may want to save that
for later, though it's a short quest you can do now if you like). As you go, you'll also occasionally
run into an enemy, so be on the lookout.
Note...
If you are able to level up an attribute or perk, now would be a good time to get the Hacker perk.
In the area where the road meets the railroad tracks (just south of the Drumlin Diner), you'll find
a car further southwest that has both a terminal and a cage with a Power Armor attached to it.
Hack the Advanced terminal to unlock the gate, then jump in this new set of Power Armor, and it
even has a full Fusion Core! It's missing a couple parts, but still! Take the time to fast travel to
Sanctuary or the Red Rocket and drop this set off there, then return to the Drumlin Diner and
make your way back south again.
Further down past the diner along the railroad, you'll find a booby-trapped railcar; you'll know
when you find it, as the RADS will start to increase and affect you quickly. Go up the hill and
around it for now, unless you want to take the chance to loot it. If you do, use Rad-X first or
RadAway afterward, even though there's not much in here except an Expert lock safe. In any
case, from these radiation-filled cars, take a quick run to the southeast to discover Jalbert
Brothers Disposal. Normally I'd skip this, but there is some good stuff to be found on the
corpses and in the one building. Check around for random loot, raid the corpses, and take out the
nasty Mole Rats. On the outside of the northern building, on the eastern side, you can find a tool
chest that you can pick a Novice lock to get some goodies. Be wary inside the building, though;
it's full of RADS, but it does have an Advanced hack terminal that you can dig into and use to
unlock the safe nearby (normally an Expert lock safe). Yay for more goodies!
From the junk yard, head toward the large building to the east-northeast to discover the Corvega
Assembly Plant, but do NOT stick around there; just discover it and run away.
Return to the tracks and continue south, and before you reach the river, you should discover the
town of Graygarden, which shows that you're on the right track. (And just by being in this area,
you'll unlock a quest.) While you're here, you can loot some of the things around the garden, but
you can also pick Mutfruits and exchange them to Browne for bottlecaps, just like you did at the
Abernathy place. You can also talk to Greene and ask about his "Game Show Host" moniker to
earn another bunch of bottlecaps; you can take the default of 100, try to persuade him for 150
(Easy), try for 200 (Medium), or 300 (Hard). If you fail at 150 or 200, you go back down to 100.
After several tries, I was able to get 300 at 6 CHR with equipment and booze helping.
Anyway, let's move on. Continue over the bridge, then discover the Beantown Brewery you'll
see on your left (east) as you plod along. Soon after that, you'll discover Oberland Station,
which you'll want to skip right past for now. When you come up to a set of cars on the tracks,
beware of a ghoul ambush. When you reach the next building, go down the several sets of stairs
until you're under a bridge; raid the body her for several items, including a Note, which adds
another Miscellaneous task: "Recover the Pip Bolt-Action from Bedford Station"... which we
will take care of later. The next building just a few feet away has a Waystation on the second
floor; you'll find plenty of goodies here; even a Sledgehammer and Machete!
Make a save; even further south on the tracks, you'll likely encounter several raiders that you'll
need to take out before continuing. Luckily, some random settlers will help you out after a
moment, so make sure to take cover and play it smart. Continue just a bit further, and you'll
finally reach the highway leading to Diamond City: Mass Pike. Don't jump down ON to the
highway; rather, keep the high ground and follow alongside it as you go east. Just as the road
below you it about to end, climb down some stairs to discover the Mass Pike Tunnel West. (Now
that you have a fast travel point close to Diamond City, it would be a good time to return to
Sanctuary and stash your junk to lighten your load. Also, make sure you still have CHR boosting
equipment with you.)
From the lower-road area (if you traveled home, then back, you're there; otherwise, it's right after
you went down the last stairs, or just jumped down into it), climb up the rusty stairs in the
southeast corner to be on the other side. Loot around in this area up here, then start heading eastsoutheast into town. Take care of the Raiders on guard, then approach the large red door behind
the large truck to discover Hardware Town. Head south and follow along the road here as it turns
east, then follow your compass indicator as it should point you straight northeast to the large
green doors of Diamond City!
SAVE now. Equip CHR boosting equipment, then talk to Piper once she's done with her rant to
head inside.
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